class_name MonsterAction
extends Node

enum Type {LOOP, CONDITIONAL, CHANCE_BASED}
@export var action_id: int
var intent: Intent
@export var sound: AudioStream
@export var type: Type
@export_range(0.0, 10.0) var chance_weight := 0.0
var ALL_INTENT_TRES_DICT : Resource = preload("res://src/battle/intent/all_intent_tres_dict.tres")
@onready var accumulated_weight := 0.0

var monster: Monster
var target: Node2D

func _ready():
	ALL_INTENT_TRES_DICT.load_intent()

func perform_action() -> void:
	Events.monster_action_completed.emit(monster)

func get_next_action() -> int:
	return 0;
	
func init_intent_value():
	return;
